Amusement
parks. You gotta love 'em. The thrill of the rides, the
rip-off midway games and the
crappy, expensive food. Yep, you gotta love 'em. In fact,
videogame
designers seem to think you'll love them so much that you'll
want to run one. Witness Theme Park, RollerCoaster Tycoon and, now, Sim Theme Park. Bullfrog, who were
responsible for the original Theme Park, have revamped the
concept a bit and made the game available on the PlayStation.
Sim Theme Park,
aka Theme Park World in some parts of the world, takes the
original Theme Park concept and expands on it. The basic
idea, however, remains the same: Take a plot of land and turn it
into a profitable amusement park. You can add rides, shops, and
sideshows to your park as well as providing employment for janitors,
security guards, entertainers and mechanics. You're responsible
for maintaining a balance between customer satisfaction, employee
satisfaction and profitability. You can't let the park get
stagnant either, as researching new items is a must to keep people
from getting bored with your park.
The maintenance of
the park is handled through a fairly intuitive process of highlighting
objects you wish to manipulate. Basically, you center the item
or person on the screen and hit the appropriate buttons on the
controller. You can upgrade rides, delete them or, in the case
of roller coasters and log flumes, edit the tracks. When
manipulating sideshows or snack stands, you can alter different
aspects of the business, like the price of prizes or the amount of fat
in a hamburger. Experimentation is the key to finding what the
customers like and dislike. Sometimes, it's difficult to get the
item you want select which item you want highlighted due to the fact
that the cursor is invisible. Eventually, you'll get it, but
it's harder than it needs to be.
If
nothing is highlighted in the center of the screen, the circle button
will bring up your laptop screen, which allows you to research items
and rides or do other administrative functions on the park. You
can hire park workers, take a look at charts and graphs that track
your customers' happiness levels, park attendance and other
attributes. All in all, the game provides a nice set of tools to
work with in constructing the park.
Unfortunately, the
game also provides some annoying features, namely the pop-up
"assistant." This "helper" pops up in the
lower right hand corner of the screen to give you advice. It's a
great idea, but it ultimately goes sour due to a number of
factors. Namely, the assistant gives conflicting advice almost
constantly. (Actually, he's giving you all kinds of advice
almost constantly. Little of it is actually useful.) He'll
tell you that the park employees are getting ready to strike and then
two seconds later he'll you that you're doing a great job.
Before you can do anything to solve the labor problem, he'll say,
"I don't know what you did, but it worked. The entertainers
are going back to work!" Very annoying.
The game's graphics
are a fairly good attempt at recreating the fun attributes of an
amusement park. When a ride or attraction is in use, it bounces
and gyrates around. Appropriate sound effects serve to add to
the game's atmospheric feel. Neither the graphic or sound are
anything that will drop jaws, but both serve the game well.
One
added bonus with Sim Theme Park is that you can now visit the
park you construct in 3D. This is done via a reward system that
uses "Golden Tickets" to reward you for achieved
objectives. Get four "Golden Tickets" and you can
purchase a camcorder which enables the first-person perspective view
of the park.
Overall, if you're
into simulations or management-type games, Sim Theme Park might
appeal to you more than the average gamer. For the average
gamer, there's not much in the way of action and the game doesn't
provide much to prolong your interest level once you've tinkered with
it for awhile. Sim Theme Park looks to be a weekend
rental at best for most gamers.
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